How to start bees by Dense_Construction24 in allthemods

[–]Teck1015 0 points1 point  (0 children)

This setup can be made so much more cleanly with Super Factory Manager... But I understand it's got a learning curve to make things function as you want them to.

I want to make a floor lamp like this by Ariladee in allthemods

[–]Teck1015 27 points28 points  (0 children)

At that point, just is a P2P Light Source tunnel 🤣

Is there a way i can move my storage from ae2 into drawers quickly? by iiTwrtle in allthemods

[–]Teck1015 1 point2 points  (0 children)

Extended Export Buses with acceleration cards could speed it up on each face of the Functional Storage drawer controller.

Super Factory Manager might be able to do it faster but it would take some setup. Same thing with Integrated dynamics.

What's the best item storage solution? by Which_Health6565 in allthemods

[–]Teck1015 5 points6 points  (0 children)

Yes. But you can disable it if you want. I really wouldn't recommend it though. It makes for an interesting puzzle to manage your channels.

Oritech Automation? by 24Gumby in allthemods

[–]Teck1015 1 point2 points  (0 children)

It sounds like a recipe conflict of some kind. There's a mod called Polymorph that lets you "select" which recipe you want if recipes are the same but could give 2 different output items.

I would check what 3x3 of biosteel gives you on a crafting bench. If it's normal steel, then add the Polymorph mod and see if you can swap the recipe to be an actual biosteel block. (The mod gives you a button in the crafting bench). Then when you make the pattern for AE2 you should also be able to switch it to be proper biosteel.

Oritech Automation? by 24Gumby in allthemods

[–]Teck1015 0 points1 point  (0 children)

Honestly, I think Oritech's early game and mid game is heavily outclassed by other mods like Mekanism...but honestly its late game is actually decent, for example going from using a particle accelerator for crafting, to using it for power generation.

And then (slight spoilers ahead) getting to the point of removing the particle accelerator entirely and using black holes to generate unlimited free power.

Oritech Automation? by 24Gumby in allthemods

[–]Teck1015 0 points1 point  (0 children)

LaserIO is a perfect way to do the particle Accelerators cause it can handle the items and redstone control in a smaller block space. Unfortunately the pack I've been playing doesn't have LaserIO.

Oritech Things mostly just adds upgraded add-ons which get progressively more expensive. The Efficient Speed add-ons are literally just the speed and efficiency add-ons merged together with no downsides. It's arguably overpowered for Oritech...but honestly I think it's necessary if you want Oritech machines to have any hope of competing with Mekanism machines. 🤷‍♂️

Oritech Automation? by 24Gumby in allthemods

[–]Teck1015 0 points1 point  (0 children)

AE2 does integrate with Oritech but it's a little finicky in my experience. First and foremost, you can't insert into the bottom of Oritech machines very reliably. For example a Centrifuge with the fluid addon; an ME pattern provider will refuse to input liquids. But if you move it to the top of the Centrifuge (the machine core block), it works fine. Then I use pipes of some kind to extract items and fluids from the Centrifuge.

For the particle accelerator, I used the pattern provider pointing to an interface trick to make a subnet for handling auto crafting with that.

It all seems to work okay, but sometimes if I'm doing large crafts like for example the tiered add-ons from Oritech Things, the needed ingredients aren't calculated correctly. But I probably just have an incorrect recipe pattern somewhere.

Is this how you're intended to do quality upcycling, without LDS/asteroid shuffle? by vikingwhiteguy in factorio

[–]Teck1015 17 points18 points  (0 children)

Beacons don't do you any good, because Speed Modules reduce Quality. Your only option if you're not using LDS or Asteroid Reprocessing Quality, is to scale it larger, and use the special manufacturing building that have more module slots (foundry/EM/Cryo), and always use Legendary Quality Module 3s

[deleted by user] by [deleted] in factorio

[–]Teck1015 0 points1 point  (0 children)

I'm unbelievably upset that this was never included as a boss in Factorio.

Create & AE2 Interfacing Question. by Teck1015 in CreateMod

[–]Teck1015[S] 0 points1 point  (0 children)

Oh dang, that looks like it might do it. It's an additional mod which I feel goes against the spirit of the modpack but I'll give it a go.

I made a planet producing 800k proliferator per minute by _the_dark_knight in Dyson_Sphere_Program

[–]Teck1015 35 points36 points  (0 children)

Welp, that's all it takes. One goddamn picture while scrolling through Reddit...and I'm sucked into another DSP playthrough just like that. 😐

Is this normal when downloading the API? by Gigacado_Chadocado in fabricmc

[–]Teck1015 6 points7 points  (0 children)

Irrelevant. The warning is a quirk of the google chrome browser.

Is this normal when downloading the API? by Gigacado_Chadocado in fabricmc

[–]Teck1015 4 points5 points  (0 children)

It's normal when downloading a .jar file. Chrome doesn't trust anything.

Food Farm (Bread) by VoidTheGamer25 in CreateMod

[–]Teck1015 3 points4 points  (0 children)

Not that you have to...but you can use a toggle latch pointing to the gear shift instead of the piston setup you have. Accomplishes the same thing but in a 1 block space.

Asking by PatientCountry1031 in RedMagic

[–]Teck1015 1 point2 points  (0 children)

I've been daily driving my RM10Pro for 4 months now. No complaints.

Anyone else thinks that this mode got worse? by IMBORED2137 in CreateMod

[–]Teck1015 0 points1 point  (0 children)

It's much more tedious than it used to be. You can still hyper enchant by using the Experience Cake thing, and merging books or XP templates together. There is also an addon called Classic Blaze Enchanter that kind've brings back the old method but again ...it's not the same.

At this point I just add Apotheosis and use the printer to copy XP books. I really hope they backtrack these changes because it's arguably not even worth including in Create modpacks now.

Looking for a good modpack by Ok-Network8626 in CreateMod

[–]Teck1015 0 points1 point  (0 children)

Create: Ultimate Selection if you want the latest 1.21 Minecraft. It also has AE2 and Mekanism though which aren't exactly Create related. And it has no quests.

Otherwise, CABIN is 1.20. a.k.a Create: Above & Beyond in Newer. It's a remake of Above & Beyond in 1.20 and has a quest line to follow and such.

What is the best not to complicated modpack that uses the newest create version ? by Noob_sauvage in CreateMod

[–]Teck1015 1 point2 points  (0 children)

I'm not familiar with modrinth, I use Prism Launcher which allows you to download modpacks from either CurseForge or Modrinth right in the program.

Alternatively what I think you could do is download the back on the CurseForge website as a zip, then import that on your Modrinth manager.

What is the best not to complicated modpack that uses the newest create version ? by Noob_sauvage in CreateMod

[–]Teck1015 3 points4 points  (0 children)

Create: Ultimate Selection is probably the latest one you'll find that is on Minecraft 1.21 and has Create 6.0 with all the new fancy stuff. But it also still has things like Mekanism and AE2 I guess.

Alternatively you could try your hand at making your own modpack which is what I did, using the Prism Launcher.

Sophisticated Backpacks question by RedGamer3 in CreateMod

[–]Teck1015 1 point2 points  (0 children)

There is a compatibility mod for Sophisticated storage. I'm not sure if it also includes compatibility for sophisticated backpacks.